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General Tabletop Discussion
*Dungeons & Dragons
Theorycraft: Creating a low-magic setting through Prestige Classes
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<blockquote data-quote="bedir than" data-source="post: 6731863" data-attributes="member: 6789971"><p>There aren't many classes in 5th edition without spells, and even most of those still have some spell-like effects. While magic items are no longer assumed, the rather low cost of spell-casting as a service indicates a fairly high level of magic within a "standard" 5th edition world. There are a few ways around this, the simplest of which is just having a DM or setting designer use a hand-wave fiat and declare that magic users are rare. Some may seek to utilize the old minimum ability scores as a way to indicate that only certain special snowflakes can do magic, not those pesky commoners. In my personal setting I eliminated partial casters, wizards, and warlocks. Divine users within the standards of the setting cast spells at ritual length. Sorcerers are only wild, and their chance of wild magic grows with the power of the spell and amount of spells they cast.</p><p></p><p>That is a complex and weighty rules system. The Paladin, Ranger, and Bard needed to be rebuilt.</p><p></p><p>What if there's another way? What if the casting classes and subclasses all became Prestige Classes? </p><p></p><p>The common man is then clearly cut-off. But so are all 1st tier PC/NPCs (maybe even 2nd tier for the casting Ranger/Paladin/Trickster/EldritchKnight). This would use the mechanic to re-enforce a world fiction where spells are special and amazing. Not only does not every one know, but only the chosen can even try to learn them. It would be an even more weighty rules rework than my current homebrew, probably a disgustingly large one.</p><p></p><p>Has magic, in the form of spell-casting, grown so common in popular RPGs that such a thing shouldn't even be considered?</p><p></p><p>Would there be advantages to a re-built version of DnD along such lines?</p></blockquote><p></p>
[QUOTE="bedir than, post: 6731863, member: 6789971"] There aren't many classes in 5th edition without spells, and even most of those still have some spell-like effects. While magic items are no longer assumed, the rather low cost of spell-casting as a service indicates a fairly high level of magic within a "standard" 5th edition world. There are a few ways around this, the simplest of which is just having a DM or setting designer use a hand-wave fiat and declare that magic users are rare. Some may seek to utilize the old minimum ability scores as a way to indicate that only certain special snowflakes can do magic, not those pesky commoners. In my personal setting I eliminated partial casters, wizards, and warlocks. Divine users within the standards of the setting cast spells at ritual length. Sorcerers are only wild, and their chance of wild magic grows with the power of the spell and amount of spells they cast. That is a complex and weighty rules system. The Paladin, Ranger, and Bard needed to be rebuilt. What if there's another way? What if the casting classes and subclasses all became Prestige Classes? The common man is then clearly cut-off. But so are all 1st tier PC/NPCs (maybe even 2nd tier for the casting Ranger/Paladin/Trickster/EldritchKnight). This would use the mechanic to re-enforce a world fiction where spells are special and amazing. Not only does not every one know, but only the chosen can even try to learn them. It would be an even more weighty rules rework than my current homebrew, probably a disgustingly large one. Has magic, in the form of spell-casting, grown so common in popular RPGs that such a thing shouldn't even be considered? Would there be advantages to a re-built version of DnD along such lines? [/QUOTE]
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Theorycraft: Creating a low-magic setting through Prestige Classes
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